Turn Structure

Turn Structure
See Glossary for an explanation of terms.

 

Choosing the First Top

Each player draws a card from their Library, Whoever draws the card with the highest Prowess becomes the first Top. The Top is the active seducer There can only be one Top at a time, If you are not the Top then you are a Bottom. Shuffle that card back into your deck, then draw seven (7) cards. 
A single Round of SWING! consists of 1 Turn for each Player. A single Turn is made up of 5 Phases:
  • The Top Phase  
  • The Foreplay Phase
    • Power: Top
    • Power: Bottom
  • The Seduction Phase
    • Power: Top
    • Power: Bottom
  • The Aftercare Phase
  • The Switch Phase

 

1. The Top Phase:

The Top assumes control. As the Top (Offensive Player) it is your turn to try and actively Seduce (Offensive Action) the other Player(s). Start by drawing a card, so that you have 8 cards in your hand.

The Bottoms (Defensive Players) are all the Players who are not the Top. If you are not the Top, then you are a Bottom. In all Rounds after the first, all Bottoms will un-tag (reset) any cards remaining in the Room (Game Board/Table).

 

2. The Foreplay Phase

This is the warm-up or preparation Phase and should be used to get some Inspiration and Guests into the Room.

2. a. Power: Top

You may begin by placing a Location card (assuming you have one in your hand) on the board. Location cards have no cost, as they provide the necessary Inspiration (mana) to introduce your other cards, but you may play only 1 Location card during your Foreplay Phase*.

Location cards represent places where your Guests can 'do the deed,' and are often represented by Furniture. All Furniture cards are Locations, but not all Locations are Furniture (i.e.. Hardwood Floor is a Location but not Furniture). 

Once you have a Location in the Room, it will give you 1 (or more) Inspiration point(s). You may spend these Inspiration points to introduce Guests, Objects, or Moves. Tag your Location card by tilting it slightly so that you can see which Inspiration points you are using or have used. You may introduce a Guest, Object or Move whose Inspiration cost is equal to the Inspiration on your Tagged Locations by placing it in the Room (game board/table)You may continue to add cards to the Room until you have used all of your available Inspiration. You now pass control to the (first) Bottom

2. b. Power: Bottom

During the Foreplay Phase all Bottoms with Inspiration available may spend that Inspiration to respond with their own Objects, Moves, or Guests provided they have the Surprise Hashtag (#Surprise) and available Inspiration. Return control to your Top.

 

3. The Seduction Phase

Time to get busy! This is the active participation Phase. 

3. a. Power: Top

Tag a Guest, Object or Move to identify them as actively Seducing and indicate which Co-Host is the recipient of the advance. You may do this for each of your Untagged cards in the Room

During this Phase any Bottoms receiving your advances may respond with cards that have #Surprise, provided they have the Inspiration to pay its cost. Once the Top has identified all seducers and their respective recipients they pass control to the Bottom on their left.

3. b. Power: Bottom

Bottoms may, in turn, respond to the Top's advances with Objects and Moves, or with Guests that have #Surprise, provided they have the necessary Inspiration. Bottoms that have one or more Guests in the Room, may use them as ("cock/box") Blockers. Subtract the Prowess number of each card from the Endurance of each card. If the Endurance of either is reduced to 0 (zero), that card has an Orgasm and is sent to the Laundry**.

If you have no Blockers the Seduction is applied to the Host. Deduct the Prowess from the 24 points on your Pleasure Meter. Repeat for each seduction attempt. If your Pleasure Meter reaches 0 (Zero) then you have an Orgasm and are removed from the Room.*** Pass control back to your Top.

Return to 3.a. Power: Top and repeat for each Bottom.

 

4. The After Care Phase 

The upkeep Phase. If the Top has any Inspiration remaining, they may spend it to place Guests or Objects in the Room to use as Blockers before you pass control to your (first) Bottom. Alternately, you may spend that Inspiration to return cards from your Laundry to your hand. 

Once you have exhausted your Inspiration or have no other cards to introduce to the Room, move to the Switch Phase.

 

5. The Switch Phase

The Top passes control to the left and becomes a Bottom.

The new Top assumes control. Return to 1. Top Phase and begin your turn.

 

Round Complete!

Once each Bottom has had a Turn as the Top, the Round is complete. Repeat Rounds until one or more Orgasms have been reached. Orgasms are our Win Conditions! 

 

See: Win Conditions

 

*Some cards may allow you to play an additional Location.
**Some cards may be Ejected for various reasons.
***Some game modes allow for multiple Orgasms